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Saturday, 30 June 2012

As the title says, I haven't posted here for a long time, over two years in fact. The pbp game I was running on Paizo fizzled due to my lethargy in updating coupled with getting ready for my wedding, and the lack of interest on the part of some of the players.

Now though, a good friend has given me Vols 3-5 of the Kingmaker AP, and I am filled with renewed vigour for converting it. Not to SW unfortunately, as I don't think that system meshes well with the underlying assumptions of the encounters presented or of a hexcrawl. Instead I am looking to convert it to a retro-clone, most probably a house-ruled Labyrinth Lord.

Faerie dragons are whimsical, playful pranksters that spend most of their time engaged in some sort of trick or joke.

Faerie dragons avoid combat unless there is no other option or their small treetop communities are threatened. If forced, faerie dragons attempt to confound their enemies rather than kill them, using their spells and breath weapon to weaken and scatter foes before fleeing.

Attributes: Agility d8, Smarts d8, Spirit d10, Strength d4, Vigor d8

Skills: Fighting d4, Notice d10, Stealth d10

Pace: 5; Parry: 4; Toughness: 4

Special Abilities:

• Breath Weapon: a euphoric gas puffs using the Cone Template. Every target within this cone may make a Spirit roll at –2 to avoid the effects. Those who fail are shaken for 1 round. In addition, they suffer 1 level of fatigue and are immune to fear for 1d6 rounds.

• Flight: Faerie dragons have a Flying Pace of 6”.

• Size –2: they measure only 12” in length.

• Small: Opponents must subtract –2 from attack rolls against the Faerie due to its small size.

• Invisibility: they can become completely invisible with a successful Smarts roll and can remain that way indefinitely.

• Magic: they have 10 Power Points and know the following powers: confusion, Legerdemain, Light, and Slumber.

Grig

Grigs look like cat-sized fey with the lower bodies and wings of crickets. They have light blue skin, forest-green hair, and brown hairy legs, and usually wear tunics or brightly colored vests with buttons made from tiny gems. Grigs are fierce by sprite standards, attacking opponents fearlessly with bow and dagger.

Attributes: Agility d10, Smarts d8, Spirit d10, Strength d4, Vigor d4

Skills: Fighting d4, Notice d10, Stealth d10

Pace: 5; Parry: 4; Toughness: 3 (1)

Special Abilities:

• Flight: Grigs have a Flying Pace of 6”.

• Size –2: A grig stands 1-1/2 feet tall and weighs about 1 pound.

• Small: Opponents must subtract –2 from attack rolls against the grig due to its small size.

• Invisibility: they can become completely invisible with a successful Smarts roll and can remain that way indefinitely.

• Magic: they have 10 Power Points and know the following powers: disguise (self only), Entangle.

• Magic: (uses Perform) Naiads have 10 Power Points and know the following powers: environmental protection (underwater), and Puppet.

OwlBear (wild card)

An owl-bear has the body and vitality of a bear coupled with the head of an owl. It is an unholy mish-mash of fur and feathers. It breeds in the wild and possesses a horrible disposition, attacking humans unrelentingly on sight.

• Gouge & Rend: An owl-bear that gets a raise on its attack roll has pinned (grappled) his foe. The opponent may only attempt to escape the “hug” on his action, which is an opposed Strength roll. Once grappled, the Owlbear rends (grapple - opposed Str roll for damage) and gouges them with its beak (for an additional d4 grapple damage).

• Poison Breath: the Tatzlwyrm can gasp out puffs of poison gas. This uses the small template (centered on the wyrm). Any target in the template must make a Vigor roll or suffer from this minor poison. Each day, the victim must make a Vigor roll or gain a level of Fatigue. A successful Healing roll (at –2) removes the poison. Fatigue levels recover at one per day once the poison is removed.

I really like these conversions a lot - I was working on a faerie dragon, but this version is much better! Likewise the Tatzlewyrm. Rather than using goblins to represent kobolds, I would be inclined to use this Savagepedia conversion. In the case of boggards, I feel they are different enough from their animal brethren to warrant a different stat-block. Something else to look at!

Thursday, 1 April 2010

I've been ponderingwhat the iconic pre-gens presented in The Stolen Land might look like in Savage Worlds terms, and they seem to translate across pretty well.

It's interesting from a d20 perspective that the party has no arcane caster, and that 3 of the pre-gens are wilderness classes (human barbarian, gnome druid, dwarf ranger), with that perennial oddball the monk filling in slot number 4.

Sunday, 28 March 2010

The ring in the cairn was created following the guidelines in the FC, and thus uses the Miscellaneous Items table.

Ring of SwimmingThis item grants a +3 bonus to the Swimming skill.

Trap-Filled Glade

I looked online to see if there were stats or suggestions for using bear traps in Savage Worlds and saw that The Day After Ragnarok (Atomic Overmind Press) has them as Gear. It would be a bit much to buy the pdf just for that! (Awesome as the setting is)

Instead I took some inspiration from this thread at the Savage Worlds forum.

Bear TrapIf triggered, the character’s foot is caught in the vice, causing 2d8 damage and reducing his Pace by 1 until properly healed.

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